Popular Post Rashidi Posted October 28, 2018 Popular Post Share Posted October 28, 2018 I could have rewritten this, but its a pity to lose all these answers to questions that are still relevant for FM20, so what I've done is added sections to the Guide. This updates the guide for FM20. Any training session here is a personal recommendation of mine. @Seb Wassell helped to verify all the information, Herne helped to manage the thread and contributed valuable input, and Cleon handled the Mentoring section. PART 1 Apart from the changes made in FM20 there are no further changes to training in FM21. One minor change has been training the weaker foot, which has been removed as a trait training. Training a players weaker foot is now done via technique training where sessions include that as a focus. FM20 TRAINING CHANGES Mentoring ● How does it work Training ● New Training Elements ● Sessions, Match Rules, Travel Rules, Away Matches ● Impacts ● Training Units ● Training Strategies – Balanced and Role Based ● Training Rating ● Individual Focus Training ● Squad Training ● Training Impact PART 2 ● Creating Interesting Training Programs ● Coaches and Training ● Coaching Categories and Attributes ● Assistant Manager ● How to Achieve Tactical Familiarity ● Miscellaneous PART 1 FM 20 TRAINING CHANGES There are changes to team training, more areas for individual training focus including crossing and specific goalkeeper training. I shall go into Individual Focus Training a bit later. These are the three new sessions added to Team Training: Overlap Training will be good for sides that seek to use fullbacks as attacking units. In FM19 we needed to move them to the Attacking Unit to gain the benefits of attacking attributes like crossing and off the ball. Now the overlap training session directly improves these attributes without us having to move the fullbacks to the attacking units. We also have a new category of training in the Defending training section called Play from the Back which is recommended for any side that wants to use play the ball of defence. And Play out from Defence - a session that helps teams develop attributes so that defenders can play the ball out from defence FM20 continues to build on FM19 making it easier for you to manage training. Some modules have remained largely unchanged - these include Mentoring Mentoring Mentoring replaces tutoring as we knew it on older versions of the game. It’s similar in terms of what it does overall but also very different with how it works. Many of us all knew that while personality was only supposed to be part of the overall equation for a player reaching his potential, once you had a good personality type it was easy to get the player to his maximum potential. Normally this could be done by just playing regular. Whether you admit it or not, it wasn’t a realistic way and was almost an exploitive way of playing the game. It used to be the first thing I did on all saves, give players the best personality type I could find and then with-in a few short years they’d be at full potential. It all felt too easy as we was beating the system and we’d have many players with awesome attributes for their age. While we should have players with good attributes at younger ages, it shouldn’t be as frequent as it was. So mentoring is what we have now and presents a more realistic approach while more closely follows how it works in real life. Many of you had wanted these changes for many years and now we have them. We have to forget about how it might work under the hood as SI have moved it into a direction where we should think about it in a more realistic way. Which is fair enough and the correct approach to take. With this in mind, it’s highly unlikely we will ever know the proper calculations used any longer so don’t expect to see any specific numbers thrown around. And if you do see anything talking about percentages or exact inner workings, know that it’ll be false. Only SI know this stuff now. So How Does It Work? While the old tutoring system was more focused on a fixed set of rules, the new mentoring options are more organic and realistic. This is reflected in game with suggestions via hints and tips. The game gives you much better feedback as to what affects personality adjustments and displays it to the user in a clear manner. Players need to be training together to mentor one another, as well as spending time together off the training pitch. This means the players need to be in the same squad. You can no longer have a first team player, mentor an U18 player unless they are in the same squad. So you’d either have to demote the senior player or promote the younger player in order to create a unit they both can participate in. When trying to influence the players the game looks at the following things; ● Age of the potential influenced player ● Career first team appearances of the potential influenced player ● Difference in the club hierarchy between the two players ● Social group standing between the two players (i.e how compatible they are) There isn't a specific age limit on mentoring. Age works in the same way as the other factors, they will impact how likely the player is to be influenced at that time. If a player fills the criteria above, the more likely the influenced player is to have their personality skewed towards that of the mentoring player. If the player who is being mentored doesn’t fulfill any of the criteria at all, then there's no chance of a personality adjustment occurring. If there is a chance of a personality adjustment occurring then this chance is further boosted if they're in the same mentoring group and training unit. Players can still be influenced by the team personality and by the personality of others in their social groups, just like on Football Manager 2018. You should take a look at the social groups and see which players are in the groups as you could find them being influenced positively or negatively by different personalities. It's unlikely your captain is going to be dragged down by other players at the club, but it's not impossible if the combination of scoring factors suggested the captain should be influenced by others. Also new in Football Manager 2019 is the 'Welcome to club' function also now serves as a way of setting a piece of short term one-on-one mentoring between a new signing and an established player. Players can still pass player traits (PPM’s) on as well, if the individual shares a similar position to those in the mentoring unit. Mentoring is slower than the previous tutoring system. You should not expect to see an unprofessional player become professional overnight, or even over the course of a few short months. Training The new training module looks complicated but it’s easy to understand once you get used to how it now functions. Training now influences how well your team plays with your tactic. Training programs can influence players tactical familiarity with tactical systems and provide certain boosts for upcoming matches; your primary tactic will define the tactical identity of the club which in turn helps to determine the type of training to plan. So if you were to adopt a tactical style that is “Tiki Taka” while nothing will stop you from adopting a balanced approach to training, a more focused one that works on attributes that help execute your Tiki Taka style may give you higher dividends. Naturally the latter is more time consuming and takes a fair bit of planning. FM19 provides managers with a more organic approach to training where they decide the focus of training during the course of a week. Note - Semi-pro and Amateur teams have a reduced schedule to reflect the fact that they have considerably less time for training than professional teams. Youth have their own bespoke schedules but can be trained in the same way as any professional senior team if desired. New Training Elements Each day is divided into 3 training times. Session 1, Session 2, and Extra Session. And there are 7 days in a week, which give you a maximum of 21 training sessions. As a manager you are free to leave training in the hands of your assistant manager, or you can create a specific one for your team. These are some of the constraints you will work under should you opt to take the latter route: Sessions ● Each session has a maximum number of times it can be applied to a single week of training. ● This maximum for most sessions is 7. The exceptions to this are: Match Practice, Recovery, Match Preview, Match Review, Rest, Penalty Taking, Community Outreach, Team Bonding. ● Match Review requires a Data Analyst. Recovery requires a Physio, Sports Scientist or Doctor. ● Match Preview and Match Review can only be selected on days adjacent to a match. ● Every session is made up of "Items". These are: Attributes, Tactical Familiarities and Match Effect ("Upcoming Match"). Extra-Curricular also impacts fan confidence and morale. Match Rules ● All matches fill the Session 2 slot, no matter the time of day. Realistically the entire day is given over to the match. ● When creating your own Schedule, only S2 can contain a Match. ● Every default match day, that being those included in the templates or when initially added to a custom schedule, has the following sessions around it: ● Everything but the S1 and ES Rest (or Travel) sessions are editable, but I would not recommend losing Recovery or Match Preview - this contains the Pre-Match Tactical Briefing. ● S1 the day before has no rule, it varies based on template. ● If the match is away from home, these Rest sessions may become Travel. See Travel Rules for more. Travel Rules ● Travel will occur if the match is away from home and the distance between the stadiums is more than 15 miles. ● There are two types of travel, Short and Long. ● Short means travel during S1 and ES either side of the match on match day. ● Long means travel during S2 the day before the match and S1 the day after the match. ● When travel occurs in a slot that previously had something other than Rest - which should only occur in pre-season or custom schedules as all other templates are built to accommodate - the session will be replaced. Moved Matches ● By default, all template schedules have a 0, 1 and 2 match version. These are obviously applied as appropriate. Match Practice also occurs on these days when applicable. ● By default the match days in all template schedules are Saturday (1) and Tuesday (2). ● If a match occurs on a day outside of these, or is moved, the following occurs: ● Match day and all required surrounding sessions, see Match Rules, are moved to appropriate day. ● The day that was previously here is shifted along in the week. ● The subsequent days are also shifted, filling the previous match day and making room for the new match day whilst maintaining the style of the schedule. ● If there are three or more matches in a week we use a special Fixture Congestion schedule. Impacts There is an overall training load that is the cumulative effect of the physical activities of a player during a specific period of time. Throughout the training process you are trying to balance overall training load, with individual focus, match appearances and training intensity. Your medical team will warn you if you are pushing a player too far, and you will be informed of his training levels. You can increase the intensity of training by either adjusting the programs and adding more intensive ones so that the daily training intensity breaches 100%. When this happens for example you will see the risk to injury, fatigue and condition go up. Please bear in mind that while it's good to have 3 tactics or more, adding more secondary tactics means that your team may take longer to achieve full tactical familiarity with all systems. TRAINING UNITS A squad is divided into 3 units for training purposes. These are Attacking Unit and Defensive Unit, collectively known as Outfield, and Goalkeeping Unit. When Set Pieces are trained the set piece takers, as set in tactics, form their own temporary unit. As a manager you will decide who will belong to which unit for training development purposes. Where a training program specifically targets attribute development for one unit only, then the other could spend time training working on developing attributes that focus on their specific roles. The unit which is the primary focus of a session will see the biggest impact. For example: In the Ground Defence session, the defensive unit focuses on working and developing their attributes, whilst the attacking and goal keeping units focus on developing their individual roles. In this example, the defensive unit’s development is focused on a specific set of attributes whilst the impact on the rest of the players is less and focused on developing attributes for their roles. In the Attacking Wings session the Attacking unit attacks the Defensive unit. The Attacking unit is the focus of the session so receives the largest portion of attention from coaches. It is important to understand how Units are set up when you want to develop your own training schedule as this could impact development. Here there are several strategies one can use once you understand how you can divide your squad into Units. I will give two examples of how you could approach training based on what you are wanting to achieve; Balanced Strategy: You opt not to assign specific roles, instead leaving them on a generic role like a central midfielder for example. When you divide the team up you do not assign specific roles instead letting the game assign attribute development based on the roles the players have been using in their games. While this can work, its general and does not really create a tactical identity for the club in our (Rashidi/Cleon/Herne) opinion. If you believe this can create the tactical identity you want, then there is nothing stopping you from taking this approach. Role Based Strategy Here you go through each player and set their roles up with a goal of seeing them become better within an overall tactical framework. This approach also includes specific focuses to strengthen weak areas of a players game. Here you are creating a specific identity of a team, however the tactical identity of the team can be refined further if you understand the styles you are trying to achieve. This is where the linkage between tactics and training kicks in. There are various training strategies you can employ and the game comes preloaded with a set of tactics styles to help you get started. Assuming you wanted to adopt a Tiki Taka tactical style, when you go to schedules and want to create a training schedule specific for that style of play, there are already presets that focus on attribute development along that line. More advanced users can easily adapt these styles to their own needs or create tactical style from scratch and then develop training strategies specifically geared for them. This is a powerful specialisation approach. However to pull it off well, one needs to understand the conditions you work under. TRAINING RATING To keep track of a players training performance, each player is assigned a rating between 1-10. This rating takes their performances over a 7 day period. Generally any value higher than 6.5 is considered acceptable. We believe the ideal values are between 7-10, although you can decide yourself what is an acceptable value and what isn’t for you. Training Rating is made up of a few things, including attribute development and morale. Whilst it does not directly affect match performance, a player that is developing well and has high morale, thus a higher training rating, will likely also perform well in match (relative to their ability of course). INDIVIDUAL FOCUS TRAINING Each player can be assigned a position/role/duty to be trained in and this will determine which attributes are developed, you can also assign extra individual training and control the intensity a player should train at. This is called Additional Focus Training. FM20 has now added more areas for individual focus training, this means you have more control. As a manager yourself if you elect to min max the development of a specific player, you will need to be in control of individual training at least. This will allow you to choose from individual focuses that strengthen a players weakest areas. With the range of options for training what will be the best approach? Personally the best approach is to be in total control of all squads without delegating any training. This way you can design training schedules and assign individual focus training to work on weaker areas of a player’s game. It’s also time consuming. The other methods are alright but are not nearly as impactful as taking complete control. You can also delegate general training to the assistant manager and manage individual training yourself. This hybrid approach could be applied to senior team training and youth training. And, you could use FM20’s Development Centre to give you an overview of how youngsters are developing. Finally delegate all training and adjust whenever you need to. This is the easiest approach though not nearly as detailed as the others. The assistant manager has been improved to make him better at choosing appropriate sessions in FM20. Lets take a specific example of a player, how can we use a combination of general training and individual focus training to help him. If you want to improve a players crossing for example, you would opt to use a combination of schedules to achieve these including: General Training eg. Attacking Specific Training eg. Overlap Training Individual Focus Training: Crossing You will need to design a specific training schedule that incorporates these and other schedules that can help with crossing. All you need to do is to find the schedules that include crossing as an attribute. And you could opt to ask the player to focus his efforts on Individual Training by working on a specific focus like crossing. He needs to be doing this for at least 3 months to show some gains. A combined effort like this will lead to higher than normal gains in specific attributes you are after. The Training Intensity Level of the whole team can be set under the Rest tab for training. Here you can automate the intensity based on the physical condition of players. When a player has an individual training workload of Medium, he can usually do additional focus training, player trait development or have his training intensity increased. More professional = more likely to get on well with extra training. There are many parts to training now, but the attribute part aids development in those specific areas. More time spent on one attribute = more chance of development. There are generally four types of training programs that focus development over various areas. Some training programs improve a player’s tactical familiarity and attributes. Others may focus specifically on certain attributes. Finally there are also programs that do not improve either one of those but focus on improving the conditioning of players related to factors like Match Sharpness, fatigue, etc. If you find the need to improve a player in a specific area like dribbling for example, and this is not covered under an individual focus then you may need to tailor a schedule that includes various components that include dribbling as an attribute improvement. In previous editions of FM, being able to do that specifically was unrealistic. In FM20, you need to set up units/team training that incorporates that so that you can get a player’s dribbling improved. SQUAD TRAINING The four types of training can be broadly broken into: General Training, Unit Training, Condition Training and Specific Training. GENERAL TRAINING-Programs that cover broad areas of development including but not limited to a broad range of attributes and tactical familiarity. Example Programs: Overall, Outfield, Physical, Attacking, Defending, Tactical UNIT TRAINING- Programs that split the squad into Units to work on various aspects of play, covers more specific attribute development that may include tactical familiarity. Example Programs: Defensive Shape, Attacking Movement SPECIFIC TRAINING -Programs that do not include tactical familiarity in their attribute development but the most specific attribute work. Example Programs: Set Piece Penalties CONDITION TRAINING -Programs that do not have attribute development as a focus, instead focusing on Injury Condition, Fatigue Condition, Sharpness Condition. Team Cohesion, Happiness. Example Program : Recovery program affects Injury risk, condition, fatigue, sharpness, happiness and team cohesion TRAINING IMPACT When you choose any training program, you need to check how training will affect them. This is easily found by drilling down to any training program. Assuming we want to designate one session to Goalkeeper>Handling Training, different players will be impacted in different ways. If we choose this program, the Goalkeeping unit will receive 60% of the benefit from this training in the attributes of Handling, Aerial reach, Concentration and Balance. The rest of the team split between the Attacking and Defensive Units will receive 40% (20%) per unit of the focus based on the roles that they have been assigned in training. Where a role is not specifically chosen then his playing position will be used. 32 Link to post Share on other sites More sharing options...
Popular Post Rashidi Posted October 28, 2018 Author Popular Post Share Posted October 28, 2018 Part 2 CREATING INTERESTING TRAINING PROGRAMS The goal of any manager is to combine training programs that give the squad the best. Many of the tactical presets come with their own training programs. If you are keen to begin to make your own, understanding how they have been set up is a good way to start. Here are some insights on certain facets of training that one could easily overlook. FM19 sees some big changes in training. For example when you go to the Training panel and click “Edit Coach Assignments” on the right, you will find that coaches now work differently Changes in training now offer managers more options for getting the squad ready. To give you a few examples. With focused training you could as a newly promoted side elect to focus on Set Piece Training. You can also choose to do different kinds of programs as match preparation for an upcoming game. You can also choose to get specific players working on set piece delivery. Another option is to focus on physical development. Here you can choose to get a side to focus on Physical training and you can also direct individual players to add additional focus training to Set Pieces or Attributes. As you can probably surmise, training can now be more organically set up so that you can develop your side the way you want them to play. Here are a few recommendations for a specific style of football: Physical-based Training -Can be used by a newly promoted side that wants to focus scoring goals from counter attacks and set pieces. *NOTE We have purposely chosen an extreme case here with this intense schedule just to show what you could potentially do. Ideally you’d not use as many extra sessions as we created in the table. Depending on what the actual type and amount of sessions you use, this could make the schedule a lot more intense, so be wary of what the session's actually do. As this can change how light or intense a schedule can become. This is a physically intense training session that focuses a team on developing physical attributes. It also incorporates programs that prepare a team to attack and defend corners as well as improve set piece delivery. The last two days are rest day. Sunday is a rest day, but technically Saturday would be the most intense day if it was a match. Would also be worth including a Match Preview session, unless you specifically want to exclude it. Remember Match Preview contains the pre-match briefing. Each week’s training program creates a chance for changes to : ● Injury Risk ● Physical condition ● Fatigue ● Match Sharpness ● Team Cohesion ● Happiness ● (Attributes) ● Upcoming match boosts ● Tactical Familiarity One can set up training schedules for preseason, weeks where we are playing one match per week or weeks where we are playing two matches per week. We can also create unique plans for specific opponents. You could for example prepare for a cup final match by focusing squarely on set piece training in the last week before a final. Training schedules work to prepare a side with attribute development, squad cohesion or even match preparation. Previous editions of FM had a separate match preparation slider. FM19 sees a more dynamic match preparation where we can specifically assign our team to work on targeted areas for games. It’s worth noting that, all else being equal, the training schedules themselves dictate how a player progresses not if a player progresses. COACHES AND TRAINING Coaches can be assigned to different training categories. The key thing to note here is that the quality of training is affected by the attributes of the coach and workload. If the coaches workload is too heavy, the quality drops. If his attributes are low then the quality he offers is low. The difference between 4* and 5* is actually quite minimal, but it will give you that marginal gain that could make the difference. What you want to be doing is balancing their workloads and ensuring you pick the right coaches with the right star ratings. Most categories have a primary and a secondary attribute that we need to meet in order for them to have high star ratings. These can change from time to time, so what you want to be doing is looking out for coaches that fulfil either Technical, Mental or Tactical in the secondary attributes. For example if I wanted a coach to handle ball control I would look for Technical and Mental as attributes. A significant change to goalkeeper training has been made in FM18 which could affect the way your sweeper keepers play and this is caused by the inclusion of a new training attribute for coaches - GK Distribution. Basically this calls for coaches to work with keepers so that they can distribute the ball more effectively. Keepers who have good vision are going to benefit and they may also start attacking moves from their distribution of the ball. When you look at the coaching attributes and you co-relate them to the training schedules, you will realise that certain coaches work on improving specific attributes within their specialisation. So it’s always a good idea to find the right coaches for specific training goals that you are aiming to achieve. For example if you wanted to focus on developing first touch in your team as a priority, then you need to find the training sessions that cover that and you also need to employ the right Possession/Technical coach for the job. The quality of training is also affected by your facilities. You need to continually develop your facilities over time to give your players the best kind of training possible. And don't forget the cost of this increase over time. The more you improve them, the higher the cost of running the training facility becomes. You should also look to hire coaches who fit your style of play, however to be honest, this is the lowest on my priority list. Assistant Manager A hands-on manager is able to tailor training precisely to their squad and philosophy. If you want to control training then you’d stay incontrol of it yourself. But if you want to hand the training responsibilities over to the assistant manager, then they’re more than of using well balanced schedules. The assistant selects schedules based on: ● His attributes, preferences and tendencies - for example, Hardness of Training, Attacking, Tactical, etc. ● Time of season ● Type of club ● Players ● Tactics If you are giving control of training to the assistant manager, then it’s worth while hiring an assistant manager who reflects your beliefs and style. That way, he will be more likely to select schedules that suit your overall philosophy, compared to an assistant manager who has a contrasting style to your own. ACHIEVING TACTICAL FAMILIARITY The term tactical familiarity refers to how well your squad understands the requirements of the tactical system you are playing with. The better a team understands the tactical system, the better it performs. Achieving familiarity is easy if you understand what this entails. Tactical Familiarity is done on an individual player basis. Team Cohesion governs how the team then comes together. To become familiar with a tactic players in a team need to develop an understanding of: Mentality, Passing, Tempo, Width, Creative Freedom, Pressing Intensity, Marking and Position/Role/Duty.You can check this information out by visiting any players Training page found under Training>Development. How familiar a player is with the teams tactical style is indicated there. This page will indicate amongst other things: ● Position/Role/Duty a player is training for ● Additional Focus ● Intensity Level ● Coaches Training report ● Medical Report ● Tactical Familiarity How do you improve tactical familiarity? Adopting training programs that incorporate tactical familiarity elements. These programs are usually the General, Match Preparation, Attacking, Defending, Tactical and Goalkeeping programs. ● Whenever you use a new tactical system, you can incorporate these training sessions within a schedule to ensure that your players achieve tactical familiarity. ● Players also need to play the position in an actual game to see the results. Whenever you use a new tactical system, the amount of familiarity the team needs to gain will depend on how much the new system deviates from the old one. For example if you are using a 532 and change to a 5122, then the deviation is mild and the side may only need to play the new system a few times to become accustomed to it. However if its a radically different system, you may need to incorporate training programs that include tactical familiarity elements so that a side gets used to it. How quickly a side becomes familiar with a tactic depends on the number of systems being learned, the kind of training sessions being used and whether you are able to get as many players used to it in time. Matches are also essential to tactical familiarity gain. The recommended number for pre-season is 6, assuming you start with ‘early’ pre-season. A side can become fluent in tactical systems as quickly as 4-6 weeks under the right circumstances, though this would be unrealistic, as you would only be training one tactic and using the same 11 players for 4-6 weeks. Miscellaneous One thing you could struggle with throughout your save is fatigue is you aren’t using a Sports Scientist. The reason for this is that a Sports Scientist helps with fatigue throughout the week’s training schedules. If you don’t employ one, then players with fatigue problems might be a common occurrence. So be sure to keep an eye on this, if you are suffering from fatigue 29 Link to post Share on other sites More sharing options...
Popular Post Rashidi Posted October 31, 2018 Author Popular Post Share Posted October 31, 2018 Condensed in less than 20mins you will find this video on my site. It used to be hosted here, but we don't want to encourage people to post videos directly to their posts but through the Fansite section. 14 Link to post Share on other sites More sharing options...
Popular Post Rayista Geoff Posted November 1, 2018 Popular Post Share Posted November 1, 2018 (edited) This is absolutely fantastic guys! Many thanks for all your hard work in putting this together! However, it has kind of triggered a rant which I need to get off my chest, so apologies in advance. [rant] Fundamentally, it shouldn't have been the community having to do this. Maybe I'm just a bitter old man who remembers a time when everything didn't suck, but in my day, any computer game worth playing came with a manual the size of War and Peace. It told you everything that you needed to know about how the game worked, how the various parts interrelated, etc. etc. It didn't tell you how to win the game, but it did ultimately explain everything, and give you the tools to work out how you wanted to approach things. And if you ever had a question like "How does this aspect of this part of the game influence or relate to this other part?", it was there somewhere. Now sure in an age of physical distribution, where you've got to actually ship physical discs and physical books and stuff, that sort of thing gets very expensive very quickly. But there's no longer an excuse for that now. And I think SI has been grossly derelict for years in terms of providing a proper manual for the game. (I'm not the only person to make that point of course.) And clearly it seems like there's a blind spot or something. I think it was the first Twitch stream, when Miles was there with Curtis and Tom, and Miles was telling this story of somebody playing the Alpha build and saying to him "Gosh, my players are getting tired and injured in training all the time. What am I doing wrong?". Miles replies "Well, do you have all three training sessions every day filled up?" and the guy says "yeah". Then Miles says something like "Well, if you were a professional footballer, you wouldn't want to have all that time filled up? Wouldn't that be excessive?" and the person replies "Yeah, I guess so." That really got me mad. The correct answer to that last question is "I don't have a clue, Miles. I'm not a professional footballer. I'm playing a game that involves interacting with professional footballers, and it's your job to explain to me how to do that, given the way you've chosen to simulate it." And if people are making 'basic' mistakes like that, then something's not right. Now don't get me wrong, I think the new training module looks fantastic, and it's great that it's more realistic and detailed, and I'm looking forward to playing around with it. And I'm glad that Seb has taken so much time to explain how things work so that you guys can put it together and we're not spending months guessing and arguing and falling out over various things. But for a game this detailed, there really should be one, official document, written by people who know how the game works, that explains how the simulated world works in enough detail to get to grips with it without guessing. In my day, it was called a manual. [Edit: For clarity, I'm not asking for a Dungeons & Dragons style tables of numbers, so that you can game things. Just the kind of detailed information that's the guys have put together above.] [/rant] Edited November 1, 2018 by Rayista Geoff 27 Link to post Share on other sites More sharing options...
craiigman Posted November 1, 2018 Share Posted November 1, 2018 (edited) Question real quick: My understanding is that new signings won't be a team leader right away or have a heavy influence on mentoring. However Daley Blind only transferred this summer and is a Team Leader for Ajax. Why is this? Edited November 1, 2018 by craiigman Link to post Share on other sites More sharing options...
Rashidi Posted November 1, 2018 Author Share Posted November 1, 2018 3 minutes ago, craiigman said: Question real quick: My understanding is that new signings won't be a team leader right away or have a heavy influence on mentoring. However Daley Blind only transferred this summer and is a Team Leader for Ajax. Why is this? He started his career at Ajax, went on loan, ended up in united, then came back. Played U-19 internationally and was part of the world cup squad ( I think, 2014) all that reputation could have influenced his dynamics hierarchy. The returning prodigal son. 6 Link to post Share on other sites More sharing options...
Rayista Geoff Posted November 1, 2018 Share Posted November 1, 2018 So, just to clarify something that I think came up in one of the other training threads, there aren't any Goalkeeper training attributes that you can set as a specific focus. So in order to see any substantial attribute increases for your goalkeepers, you should be setting up goalkeeper training during the week? The various modules (attack, defense, etc.) will obviously have some goalkeeper training, but is that enough? I don't think any of the default schedules that I've seen so far use specific goalkeeper training modules. Link to post Share on other sites More sharing options...
craiigman Posted November 1, 2018 Share Posted November 1, 2018 1 minute ago, Rashidi said: He started his career at Ajax, went on loan, ended up in united, then came back. Played U-19 internationally and was part of the world cup squad ( I think, 2014) all that reputation could have influenced his dynamics hierarchy. The returning prodigal son. So if I signed Fabregas for Arsenal, he'd become a team leader/significant influence on training, for example? Link to post Share on other sites More sharing options...
Cleon Posted November 1, 2018 Share Posted November 1, 2018 3 minutes ago, Rayista Geoff said: So, just to clarify something that I think came up in one of the other training threads, there aren't any Goalkeeper training attributes that you can set as a specific focus. So in order to see any substantial attribute increases for your goalkeepers, you should be setting up goalkeeper training during the week? The various modules (attack, defense, etc.) will obviously have some goalkeeper training, but is that enough? I don't think any of the default schedules that I've seen so far use specific goalkeeper training modules. Goalkeepers have their own bespoke schedules that are part of team training, so yeah 3 minutes ago, craiigman said: So if I signed Fabregas for Arsenal, he'd become a team leader/significant influence on training, for example? There's no guarantee but under the right circumstances then yes he could. Blind is a big named player returning to a club he started at and was at for many years. He's likely got a bigger reputation than most at the club. Hence why he was influential from the off. Link to post Share on other sites More sharing options...
Rashidi Posted November 1, 2018 Author Share Posted November 1, 2018 That's the beauty of mentoring now...we don't know till we try :-) Link to post Share on other sites More sharing options...
Chef Raekwon Posted November 1, 2018 Share Posted November 1, 2018 2 hours ago, Rayista Geoff said: [rant] I understand your PoV but would like to add my conflicting thoughts on the matter. I personally love that we don't know. It was too easy gaming the previous tutoring system because we knew how to achieve the best results and it became more of a chore than actual meaningful interaction. Get 4-5 stars in training, get your best youngsters tutored by the best personality veterans, give them some matches and everything'll be fine. Also, I feel some common sense is applicable. If you have a lot of injuries, I want the player to think about possible causes and attempt to fix it. I think the game gives enough hints as is, with a lot of focus on potential risks of injury etc. If you wilfully choose to ignore those signs, then it's on you. The new system, while, to me, is incredibly daunting, forces me to rethink my approach. I'm more of a min-max player, so I'm a bit hesitant starting a save game without knowing the optimal way to train and mentor young players. And I love the feeling, I'm ready to sink my teeth in a new Ajax save when the Beta finishes and figuring all this stuff out. I already started an Excel file to figure out the best mentoring groups for my squad. It feels amazing! The current system seems very realistic, I love the synergy between the squad dynamics, training and mentoring. In theory it's so much better than the old system. Attention to small detail, such as needing a data analyst in order to match reviews. Or the new team bonding options. Or working with different units. It feels like an amazing yet extremely daunting new system to me and this feels like the biggest improvement to FM I've personally experienced in years. On topic: I'm happy with this guide and also happy to notice that most of my own thoughts on the matter for the most part match this guide. There's some good stuff in this guide. A possible (future) suggestion could be to run a few seasons at a club and run a specialized training regime and show the improvements, both in mentoring as in attribute development. 7 Link to post Share on other sites More sharing options...
SI Staff Popular Post Seb Wassell Posted November 1, 2018 SI Staff Popular Post Share Posted November 1, 2018 3 hours ago, Rayista Geoff said: Fundamentally, it shouldn't have been the community having to do this. I take exception to that. We worked hard and closely with the community to produce this, before the game has released. We also put out a brief guide to accompany the Beta. With the vast majority of copies of FM now purchased and played digitally, and people taking to the internet for their information rather than a manual, I believe this is a great way for us to both connect with and help inform the amazing community FM has around it. With the introduction of the in-game inductions this year we have taken a step towards better informing new/returning Users from within the gameworld itself, if you have suggestions on how we can continue to improve this please do let us know in the appropriate place and we'll look into it. Striking a balance between providing you guys with all the information you need but specifically not telling you how to "win" is something I am passionate about. 19 Link to post Share on other sites More sharing options...
Rayista Geoff Posted November 1, 2018 Share Posted November 1, 2018 2 hours ago, Seb Wassell said: I take exception to that. We worked hard and closely with the community to produce this, before the game has released. We also put out a brief guide to accompany the Beta. With the vast majority of copies of FM now purchased and played digitally, and people taking to the internet for their information rather than a manual, I believe this is a great way for us to both connect with and help inform the amazing community FM has around it. With the introduction of the in-game inductions this year we have taken a step towards better informing new/returning Users from within the gameworld itself, if you have suggestions on how we can continue to improve this please do let us know in the appropriate place and we'll look into it. Striking a balance between providing you guys with all the information you need but specifically not telling you how to "win" is something I am passionate about. Yeah, of course. I completely agree, and I certainly didn't mean to give the impression by talking about the community "doing this" that I meant in any way to downplay your input, Seb, or the SI input more generally in the context of this particular guide, which, to emphasize, I think is fantastic and exactly the right balance in terms of useful information all in one place without just being a victory guide. Some of it is definitely just a philosophical difference of opinion. Bitter old people like me think that "people taking to the internet for their information" is not always a good thing. Maybe that's because we have less time because we're going to die soon. I'm really glad that, as you say, we're here on the day before release with this information, rather than it being the result of six months, eight months, a year of people backing-and-forthing on this forum and others, having arguments, falling out, needing to weed out wrong guesses/misinformation about basic stuff about how things interact, etc. (I'm thinking in particular of the whole Team Shape discussion, which naturally I finally felt like I was beginning to understand ) And, you're absolutely right Seb that things are better than they have been (the in-game introductions, etc.). That's a very fair point. Anyway, back to the thread.... 2 Link to post Share on other sites More sharing options...
SI Staff Seb Wassell Posted November 1, 2018 SI Staff Share Posted November 1, 2018 3 minutes ago, Rayista Geoff said: Yeah, of course. I completely agree, and I certainly didn't mean to give the impression by talking about the community "doing this" that I meant in any way to downplay your input, Seb, or the SI input more generally in the context of this particular guide, which, to emphasize, I think is fantastic and exactly the right balance in terms of useful information all in one place without just being a victory guide. Some of it is definitely just a philosophical difference of opinion. Bitter old people like me think that "people taking to the internet for their information" is not always a good thing. Maybe that's because we have less time because we're going to die soon. I'm really glad that, as you say, we're here on the day before release with this information, rather than it being the result of six months, eight months, a year of people backing-and-forthing on this forum and others, having arguments, falling out, needing to weed out wrong guesses/misinformation about basic stuff about how things interact, etc. (I'm thinking in particular of the whole Team Shape discussion, which naturally I finally felt like I was beginning to understand ) And, you're absolutely right Seb that things are better than they have been (the in-game introductions, etc.). That's a very fair point. Anyway, back to the thread.... Link to post Share on other sites More sharing options...
yonko Posted November 1, 2018 Share Posted November 1, 2018 4 hours ago, Seb Wassell said: Striking a balance between providing you guys with all the information you need but specifically not telling you how to "win" is something I am passionate about. I respect and applaud that. Sort of like "you can take the horse to the river, but you can't make him drink the water". @Rashidi I asked couple of questions on your Youtube channel. I don't know if you seen them or had time to answer. Probably not. So perhaps I can copy them here. Here it goes: I have a two part question regarding coaches workload. 1) Is it more important to have low workload for coaches or higher star rating? Meaning if I have to tick more boxes for a coach to cover in order to spread the workload, but that results in lower star rating for each category ticked. In other words, is it better to have 4.5 star rating with high (above average) workload or 3 star rating with low workload, for example? Which is more beneficial to training? 2) second part of the question is that some categories, especially during preseason (fitness and tactical), receive higher workload due to focus or needs, is that indication that I'm not balancing out my training as I should or is that normal? For example, if my Possession Tactical and Attacking Tactical have higher workload compared to Possession Technical and Attacking Technical. Btw, I always try to hire a coach with at least 4 star rating for one category and assign him to his best category. Then I have myself and my assistant manager cover as many categories as it takes to lower the workload on each category for each coach. "Average" is the highest workload I would accept. Of course, aiming for "low". Sometimes however, with this new training module, some categories have higher workloads. Could that be indication that I'm focusing too much on them and need to adjust my training? And if I assign my 4.5 star Attacking Technical coach to also cover Attacking Tactical category to lower the workload, then my coaching quality suffers (cause now Attacking Technical star rating is down to 3 stars). I hope my questions are making sense. Link to post Share on other sites More sharing options...
Rashidi Posted November 1, 2018 Author Share Posted November 1, 2018 14 minutes ago, yonko said: Is it more important to have low workload for coaches or higher star rating? Meaning if I have to tick more boxes for a coach to cover in order to spread the workload, but that results in lower star rating for each category ticked. In other words, is it better to have 4.5 star rating with high (above average) workload or 3 star rating with low workload, for example? Which is more beneficial to training? Both, ideally. Low workload means players get better attention, a high star rating probably means that they can work on the attributes in their specialisation more effectively. I would aim to try and achieve both as far as possible. 15 minutes ago, yonko said: 2) second part of the question is that some categories, especially during preseason (fitness and tactical), receive higher workload due to focus or needs, is that indication that I'm not balancing out my training as I should or is that normal? its not uncommon to have a heavier workload in preseason. My preseasons would scare people, but if you manage them well, the payoff is good. Over the course of a season you will be intensity to manage your players and avoid injuries My approach, is simple. I have focuses for different kinds of squads. If I were a LLM side, perhaps I want more physical and technical development. So I would focuses my coaches in that direction. If I were a top side that wanted to drive mentals then I would go in that direction. At the start of the season, I usually find that my fitness coaches are having the hardest time, so I shift my resources in that direction. I am pretty dynamic when it comes to coaching. Link to post Share on other sites More sharing options...
yonko Posted November 1, 2018 Share Posted November 1, 2018 1 minute ago, Rashidi said: Both, ideally. Low workload means players get better attention, a high star rating probably means that they can work on the attributes in their specialisation more effectively. I would aim to try and achieve both as far as possible. its not uncommon to have a heavier workload in preseason. My preseasons would scare people, but if you manage them well, the payoff is good. Over the course of a season you will be intensity to manage your players and avoid injuries My approach, is simple. I have focuses for different kinds of squads. If I were a LLM side, perhaps I want more physical and technical development. So I would focuses my coaches in that direction. If I were a top side that wanted to drive mentals then I would go in that direction. At the start of the season, I usually find that my fitness coaches are having the hardest time, so I shift my resources in that direction. I am pretty dynamic when it comes to coaching. Well of course both is the aim. I understand that. But sometimes due to restricted number of coaches and overloading certain categories, I have to choose between the two. So which one is more important. I'm guessing lower workload is better because players get better attention. Maybe @Seb Wassell can chime in one this - higher star rating or lower category workload is better? For me preseason training is about getting the fitness up and learning the tactic/playing style. This results in fitness and tactics category overload in terms of workload. I favor attacking possession playing style so you can guess which categories I'm talking about, plus I mentioned them already. When do you start your friendlies? Right away or do you let the players train little bit first? How often do you play friendlies. In the past editions and training module I learned a lot about setting up preseason from Cleon. Link to post Share on other sites More sharing options...
SD Posted November 1, 2018 Share Posted November 1, 2018 One of the things I'm still struggling to grasp about the new training system is how individual training interacts with team training. I know that back in previous editions many people advocated for balanced team training so that, relatively speaking, individual training had a stronger effect on a player's attributes. For that to be true, it had to be predicated on the idea that training itself was not a driver for CA growth, but just a template to apply CA growth coming from other sources. Individual training was supposed to be more focused version of this template and the two were competing with eachother to tug on a player's attributes. I don't know if it was changed in FM19 or this has always been the case and the community had it wrong(or I had the community wrong, for that matter), but Seb mentioned on several occasions this beta that it's attribute growth that drives CA gains and not the other way around. That's the case, then it begs the question, does the individual focus do anything for a player not doing individual training in any of their sessions? Does a Regista individual training do anything for a player doing solely endurance training? 1 Link to post Share on other sites More sharing options...
SD Posted November 1, 2018 Share Posted November 1, 2018 And a more straight forward question, does the happiness effect in a session refer to player morale or to happiness with training. I understood it to mean the former, so I made sure to max it last week of pre-season or before big matches, but if it's training happiness then all we'd want from our schedules is for happiness to be even so that the players don't rebel. Link to post Share on other sites More sharing options...
tiago_wakabayashi Posted November 2, 2018 Share Posted November 2, 2018 Em 28/10/2018 em 15:02, Rashidi disse: Players need to be training together to mentor one another, as well as spending time together off the training pitch. This means the players need to be in the same squad. You can no longer have a first team player, mentor an U18 player unless they are in the same squad. So you’d either have to demote the senior player or promote the younger player in order to create a unit they both can participate in. Before the last update I could make Reserve players to be mentored by Seniors using the Units to make training everybody together but after the updade I just can add Youth players to unit but I noted just it doesn't make the youth players to be mentored by seniors, I have to promote, add into mentoring group and move to Youth Squad. I liked the Units feature because I could choose players from Reserve/Youth without the need of moving them from their squads, making the players organized in their teams, only promoting/demoting when necessary. Will it be "fixed" or the new way is how it will be work? Link to post Share on other sites More sharing options...
Rashidi Posted November 2, 2018 Author Share Posted November 2, 2018 yeah they are supposed to be in the main squad in order for them to be mentored, the workaround u mentioned was probably a UI issue that created a workaround not meant for Link to post Share on other sites More sharing options...
NabsKebabs Posted November 2, 2018 Share Posted November 2, 2018 Thanks for the guide. Does match preparation still give you a boost in attributes for the match? Link to post Share on other sites More sharing options...
Rayista Geoff Posted November 2, 2018 Share Posted November 2, 2018 Is there a way to automate training intensity based on something other than (or in addition to) condition, like the physio recommendation or injury risk? It doesn't seem like it, but I could easily be missing something. "Automatic" just looks at player condition as you have it set up under Training -> Rest, but I've got a case now of a player whose condition is fine (94%), but the physio recommendation is "half intensity" (I assume because he's coming back from injury). I've also got my default set up as "Double Intensity" when condition is above 90% (since at some point I think the physio seemed to be suggesting that, or I had complaints that there was too little training, or the training intensity for players seemed to always be on 'light', which seemed inappropriate for mid-season -- I forget which one), but some players are at high risk for injury (I think because of the number of matches I've had recently). Is there an alternative to micro-managing this? And what's the best thing to do if you don't want to micro-manage? Just stick everyone on "Normal Intensity" and not worry about the complaints? And is that effect on morale the better trade-off vs. potential injuries? Link to post Share on other sites More sharing options...
luka_zg Posted November 2, 2018 Share Posted November 2, 2018 To me it's just overwhelming. Have no idea how to construct a year long schedule, so I just leave it to ass man. So it's possible to edit his schedules if you want but leave the majority of training to him? Link to post Share on other sites More sharing options...
fmFutbolManager Posted November 2, 2018 Share Posted November 2, 2018 3 hours ago, luka_ said: To me it's just overwhelming. Have no idea how to construct a year long schedule, so I just leave it to ass man. So it's possible to edit his schedules if you want but leave the majority of training to him? Yep. He'll setup the schedules ahead of time, but you can edit these if you wish, changing the whole schedule or just one or two sessions if you prefer. Link to post Share on other sites More sharing options...
SI Staff Seb Wassell Posted November 2, 2018 SI Staff Share Posted November 2, 2018 4 hours ago, luka_ said: To me it's just overwhelming. Have no idea how to construct a year long schedule, so I just leave it to ass man. So it's possible to edit his schedules if you want but leave the majority of training to him? Even I don't do it one year at a time The template schedules are a great starting point, just use those to guide what sort of training you might like and then when you're ready tweak a session or two. You'll get the hang of it if you take it at your own pace and give it some time. The template schedules are more than capable of carrying you through until you feel confident enough to create your own My own preference in my personal game is to do it in blocks - pre-season, first month, second month, etc. I then just tweak as I go from the weekly preview news item. I haven't actually used anything other than the templates with some tweaks yet myself, but then I created the templates in the first place, so technically... @Russell Hammant on the other hand has been all over creating his own schedules. 4 Link to post Share on other sites More sharing options...
Lexis Posted November 2, 2018 Share Posted November 2, 2018 One thing that is not very clear. For instance, in FM19 we could choose with up to 2 days before a match to focus on a specific training (att or def movement, set pieces, team work) that would give a boost for the match. Which are the training schedules now that give that? Is that gained cumulatively from the training sessions you've had all week or? Link to post Share on other sites More sharing options...
SI Staff Seb Wassell Posted November 2, 2018 SI Staff Share Posted November 2, 2018 3 minutes ago, Lexis said: One thing that is not very clear. For instance, in FM19 we could choose with up to 2 days before a match to focus on a specific training (att or def movement, set pieces, team work) that would give a boost for the match. Which are the training schedules now that give that? Is that gained cumulatively from the training sessions you've had all week or? Match Preparation is now rolled into the schedules. The sessions that have an impact called "Upcoming Match" will influence the next match, the sessions that have an impacted called "Tactical Familiarity" will influence ongoing tactical familiarity for your current tactics. Link to post Share on other sites More sharing options...
Rayista Geoff Posted November 2, 2018 Share Posted November 2, 2018 (edited) Not really quite sure how to ask this question simply, but in broad brush strokes, making whatever assumptions about facilities and coaching rating are appropriate, about how long or in what way should you train before you should expect to see attribute increases, particularly in the context of some of the more niche attributes? Or, put another way sort of, how does Additional Focus training synergize with weekly team training? Here's the situation I'm thinking about: Let's say I've got a free-kick taker who's OK, but I would like to see improve a little bit. (Let's call it two points in game terms, just to pick some value.) So I want him to work on his free-kick taking, but I probably don't want to have that come at the expense of any other significant training during the year. So obviously in terms of mechanisms, I've got the individual Additional Focus training I could assign, plus I've got specific free-kick-taking modules that I could insert into the weekly schedule. How (approximately) should I be thinking about this? The individual Additional Focus training doesn't take any time out of the broader team schedule, but is this useless or significantly less effective if you don't have sessions in the weekly training schedule to complement it or reinforce it? Do I need to have several sessions per week to see any benefit, so one isn't enough? And, in broad terms, how long should I expect to have to keep this specific training up? Obviously everything relates to everything else, and everything really depends on your facilities and coaches, but some kind of broad sense of how things work would be really helpful. Edited November 2, 2018 by Rayista Geoff Link to post Share on other sites More sharing options...
SI Staff Seb Wassell Posted November 2, 2018 SI Staff Share Posted November 2, 2018 22 minutes ago, Rayista Geoff said: Not really quite sure how to ask this question simply, but in broad brush strokes, making whatever assumptions about facilities and coaching rating are appropriate, about how long or in what way should you train before you should expect to see attribute increases, particularly in the context of some of the more niche attributes? Honestly, there's isn't a precise answer to this. Even running the exact same training twice over two identical saves would not yield the exact same results. Link to post Share on other sites More sharing options...
SD Posted November 2, 2018 Share Posted November 2, 2018 51 minutes ago, Seb Wassell said: Match Preparation is now rolled into the schedules. The sessions that have an impact called "Upcoming Match" will influence the next match, the sessions that have an impacted called "Tactical Familiarity" will influence ongoing tactical familiarity for your current tactics. Does the match briefing have any effects on the upcoming match? Link to post Share on other sites More sharing options...
SD Posted November 2, 2018 Share Posted November 2, 2018 26 minutes ago, Rayista Geoff said: Obviously everything relates to everything else, and everything really depends on your facilities and training, but some kind of broad sense of how things work would be really helpful. This is something I'm hoping as well. Unlike the new team training, individual focuses are abstract remnants from the old system and I'm still struggling to figure out where they stand in relation to the new system, especially since there are so many confounders in player development. Link to post Share on other sites More sharing options...
Rayista Geoff Posted November 2, 2018 Share Posted November 2, 2018 5 minutes ago, Seb Wassell said: Honestly, there's isn't a precise answer to this. Even running the exact same training twice over two identical saves would not yield the exact same results. Yeah, I'm totally sure that's true. I was thinking more along the lines of "yeah, making normal assumptions about lack of injuries, reasonable game time, decent facilities, morale, etc. etc. etc. you should be expecting to normally see some improvement after X amount of time (a few weeks/a few months/a season) and if you don't then you might be doing something wrong." How about this as a simpler, more factual question: Is there any relationship between individual Additional Focus training and weekly team training in terms of attribute increase? Or are they just totally separate? In other words, does Additional Focus training just add whatever (probability of) increase to the attributes being trained and weekly team training does the same (according to the percentages assigned to the different units)? Or do you 'get a bonus' if you're not just training off on your own but actually in addition working (say practicing free kicks) with other people? Like working with the team helps you solidify the individual training that you're doing so it beds in better? I can imagine that either way could be considered 'realistic'. Link to post Share on other sites More sharing options...
SI Staff Seb Wassell Posted November 2, 2018 SI Staff Share Posted November 2, 2018 13 minutes ago, Rayista Geoff said: Yeah, I'm totally sure that's true. I was thinking more along the lines of "yeah, making normal assumptions about lack of injuries, reasonable game time, decent facilities, morale, etc. etc. etc. you should be expecting to normally see some improvement after X amount of time (a few weeks/a few months/a season) and if you don't then you might be doing something wrong." How about this as a simpler, more factual question: Is there any relationship between individual Additional Focus training and weekly team training in terms of attribute increase? Or are they just totally separate? In other words, does Additional Focus training just add whatever (probability of) increase to the attributes being trained and weekly team training does the same (according to the percentages assigned to the different units)? Or do you 'get a bonus' if you're not just training off on your own but actually in addition working (say practicing free kicks) with other people? Like working with the team helps you solidify the individual training that you're doing so it beds in better? I can imagine that either way could be considered 'realistic'. All else being equal, the relationship is not 1:1. But in game terms you're not going to be able to isolate it in that way nor repeat it reliably enough to identify the catalyst. I would say that more is always better - providing the player has room/time to develop - keeping in mind that obviously team training influences a wider group than just the single individual influenced by individual training. If you are after one particular change in one particular player individual training allows you to to be more specific about this than team training. Time-frames and the like are massively dependent on the circumstances. 20 minutes ago, SD said: This is something I'm hoping as well. Unlike the new team training, individual focuses are abstract remnants from the old system and I'm still struggling to figure out where they stand in relation to the new system, especially since there are so many confounders in player development. Individual focuses are an extra to team training. It is another way of influencing/informing development. Link to post Share on other sites More sharing options...
NabsKebabs Posted November 2, 2018 Share Posted November 2, 2018 Will mentoring "work" if the mentor is injured? Link to post Share on other sites More sharing options...
yonko Posted November 2, 2018 Share Posted November 2, 2018 @Seb Wassell can you provide some insight into the coaches category workload vs star rating question I had earlier? Which one is better if one must choose between lower workload and higher star rating? Link to post Share on other sites More sharing options...
Taipan Posted November 2, 2018 Share Posted November 2, 2018 Senior Semi-pro Teams are limited to a maximum six training sessions a week if they are not playing a game, while the U18's in the same club have access to the full 21 sessions per week like the professional sides. Is it actually detrimental from a development point of view to move potential first team youth players to the senior side? For example, I am in my first year of managing a LL side, and I have the grand total of one U18 player on my books until the influx of new blood late in the season. This youth player has an unambitious personality, and I have promoted him to the firsts so he can be mentored by the club Captain who has a professional outlook. I'm also giving him first team game time here and there to help his development. As this youth player now only gets 4-6 training sessions a week instead of 15-21, am I actually hindering him by promoting him to the firsts, or is the senior training sessions more intensive than the youth setup? 2 Link to post Share on other sites More sharing options...
SI Staff Seb Wassell Posted November 3, 2018 SI Staff Share Posted November 3, 2018 14 hours ago, Taipan said: Senior Semi-pro Teams are limited to a maximum six training sessions a week if they are not playing a game, while the U18's in the same club have access to the full 21 sessions per week like the professional sides. Is it actually detrimental from a development point of view to move potential first team youth players to the senior side? For example, I am in my first year of managing a LL side, and I have the grand total of one U18 player on my books until the influx of new blood late in the season. This youth player has an unambitious personality, and I have promoted him to the firsts so he can be mentored by the club Captain who has a professional outlook. I'm also giving him first team game time here and there to help his development. As this youth player now only gets 4-6 training sessions a week instead of 15-21, am I actually hindering him by promoting him to the firsts, or is the senior training sessions more intensive than the youth setup? That is something we are looking into. Cheers. 2 Link to post Share on other sites More sharing options...
SI Staff Seb Wassell Posted November 3, 2018 SI Staff Share Posted November 3, 2018 18 hours ago, yonko said: @Seb Wassell can you provide some insight into the coaches category workload vs star rating question I had earlier? Which one is better if one must choose between lower workload and higher star rating? That would depend on the circumstances. The difference between 4*/4.5* and 5* is small though. Link to post Share on other sites More sharing options...
Novem9 Posted November 4, 2018 Share Posted November 4, 2018 New training module is amazing! Best FM ever! Link to post Share on other sites More sharing options...
Bitner Posted November 5, 2018 Share Posted November 5, 2018 I'm loving it. But i still waiting for some lights on how things are done to make your team get some cohesion quickly and don't compromise the individual development. If there's a way to do so, ofc. :P And i'm already loving that the TRAINING forum will be used to it too! Cheers, Bitner Link to post Share on other sites More sharing options...
tiago_wakabayashi Posted November 5, 2018 Share Posted November 5, 2018 Em 02/11/2018 em 04:23, NabsKebabs disse: Thanks for the guide. Does match preparation still give you a boost in attributes for the match? I dunno how much exactly, but my team was with problems for defending CKs and that was solved, in addiction I start practicing offensive CKs and it improved even off FKs a bit. Em 02/11/2018 em 06:15, luka_ disse: To me it's just overwhelming. Have no idea how to construct a year long schedule, so I just leave it to ass man. So it's possible to edit his schedules if you want but leave the majority of training to him? Yes. I dunno how that training works yet then I let all for my ass and i just edit when is necessary. Link to post Share on other sites More sharing options...
Novem9 Posted November 5, 2018 Share Posted November 5, 2018 (edited) Clarify me please! If I use double intensity to players with low conditions Can I expect increase conditions of them? Edited November 5, 2018 by Novem9 Link to post Share on other sites More sharing options...
SI Staff Seb Wassell Posted November 5, 2018 SI Staff Share Posted November 5, 2018 2 hours ago, Novem9 said: Clarify me please! If I use double intensity to players with low conditions Can I expect increase conditions of them? I would recommend the opposite. Link to post Share on other sites More sharing options...
Pedroig Posted November 6, 2018 Share Posted November 6, 2018 So just did two different seasons, same team, with the only difference being AssMan taking care of training, and me taking care of training. Biggest difference: Match Sharpness for anyone not on the pitch at least 60 minutes every two weeks was a HUGE problem with the AssMan in charge. For me, just long injuries had any measurable negative effect. What has seemed to "work" for me, I simply assign a number to a color, so red is 1, orange is .75, dark green .5, light green .25 and little to nothing 0. I then try making sure my weeks are in the 2.5 to 3 range. So weeks with two matches, followed by two recoveries, means the other three days are a mix of Match specific training and Movement/Shape training, weeks with only one match have more General/Physical elements in them. Link to post Share on other sites More sharing options...
Leeadamp Posted November 6, 2018 Share Posted November 6, 2018 (edited) For some reason I can't select a "match preview" in the block before a game. I have a chief data analyst, but do I need a regular data analyst as well? I needed a physio, in addition to a head physio, to select "recovery." edit: Just used the editor to add a data analyst and that fixed the issue. Looks like the "chiefs" don't let you set these training sessions. Edited November 6, 2018 by Leeadamp Link to post Share on other sites More sharing options...
Novem9 Posted November 6, 2018 Share Posted November 6, 2018 11 часов назад, Seb Wassell сказал: I would recommend the opposite. I noticed that assistant use opposite to this condition group. To reduce a risk of injury as I understand But if I use double intensity, condition of these players will increase? Link to post Share on other sites More sharing options...
Rashidi Posted November 6, 2018 Author Share Posted November 6, 2018 1 hour ago, Novem9 said: I noticed that assistant use opposite to this condition group. To reduce a risk of injury as I understand But if I use double intensity, condition of these players will increase? He just responded to your question. 13 hours ago, Seb Wassell said: I would recommend the opposite. At the end of the day its entirely up to you. I for example will check his medical reports and then assess how much of a risk it is for him to up his intensity. For some players I will up their intensity, and yes the risk to injury goes up. Does his condition ( I hope you are referring to his physical condition) improve? That's a function of attributes as well, and how you use the player. His attributes will also tell if he can handle that intensity. Link to post Share on other sites More sharing options...
Novem9 Posted November 6, 2018 Share Posted November 6, 2018 (edited) 51 минуту назад, Rashidi сказал: He just responded to your question. @Seb Wassell @Rashidi I asked wrong question Sorry for confuse Can I increase second number in trainings? (Sharpness) If I set double intensity to players with 100% conditions and 56% sharpness, his sharpness increase? Edited November 6, 2018 by Novem9 Link to post Share on other sites More sharing options...
Rashidi Posted November 6, 2018 Author Share Posted November 6, 2018 2 hours ago, Novem9 said: Can I increase second number in trainings? (Sharpness) If I set double intensity to players with 100% conditions and 56% sharpness, his sharpness increase? Sharpness comes only from playing games 1 Link to post Share on other sites More sharing options...
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